Method and system for a multimedia application development sequence editor using a wrap corral

ABSTRACT

Parts for a multimedia title may be extended indefinitely relative to time with a user interface tool. A part for a multimedia title is provided with edges having a wrap handle affixed to one edge. By dragging and dropping the wrap handle to a wrap corral, the part will play or be visible indefinitely.

CROSS REFERENCE TO RELATED APPLICATIONS

This Application is related in subject matter to the followingApplications filed concurrently herewith and assigned to a commonAssignee:

Application Ser. No. 08/625,085 filed by King, et al., entitled "Methodand System for a Multimedia Application Development Sequence Editor";application Ser. No. 08/623,727 filed by King, et al., entitled "Methodand System for a Multimedia Application Development Sequence EditorUsing Spacer Tools"; application Ser. No. 08/625,084 filed by King, etal., entitled "Method and System for a Multimedia ApplicationDevelopment Sequence Editor Using Synchronizing Tools"; and applicationSer. No. 08/622,909 filed by King, et al., entitled "Method and Systemfor a Multimedia Application Development Sequence Editor Using TimeEvent Specifiers".

The foregoing co-pending Applications are incorporated by reference.

TECHNICAL FIELD OF THE INVENTION

The present invention relates in general to computer software, and inparticular, to a method and system for the creation of multimedia titleswith a user friendly sequence editor using a wrap corral.

BACKGROUND OF THE INVENTION

Multimedia is a term used in connection with computer systems to referto software that processes, i.e., creates, edits, displays,synchronizes, etc., one or more files of time-based data. A multimediacomputer system is designed to present various materials in variouscombinations of text, graphics, video, image, animation, audio, etc.Multimedia systems commonly comprise a combination of hardware andsoftware including a personal computer, a CD-ROM drive, softwareeditors, etc. The data for multimedia presentations are generally storedon hardware memory devices, such as a magnetic disc drive, a ROM compactdisk player, video tape device, etc.

Application developers utilizing such a multimedia system may createprograms that allow end users to view a multimedia presentation andmanipulate various controls.

One of the most difficult problems that face creators/developers ofmultimedia titles is synchronization of time and events. For example, adeveloper must be able to synchronize audio with a video presentationand provide images that appear and disappear over time. In many complexreal world examples it is desirable for two or more multimedia items tobe synchronized based on one or more of the following: an event; arelative time relationship (i.e., A Before B, A After B, A coincidentwith B); and an absolute time.

One product attempting to deal with time synchronization is Directorfrom Macromedia. Director specifies time on a frame based metaphor. AScore is used in Director to specify when things occur in a movie (ortitle). The Score is a sequence of frames that hold cells of ananimation and the indication to start playing audio or video. Things arespecified linearly in Director. Frames are sequenced in order unlesssoftware code is written to manually go back to a previous frame. Framesshow sequentially one after the other. To create an animation, forexample, a developer must manually associate each cell in the animationwith a frame in the Score. There is no convenient way to cause things tooccur in the relative manner. If two animations are to co-occur,corresponding frames must be manually specified on an individual basis.A Time tool can be used to specify the playing of a video; however,nothing else can be processed (i.e., animation, other videos, etc.)while the video is playing. There is no point and click mechanism forwrap; code must be written to cause a wrap.

Another product, Premier from Adobe, is a video editing product. It hasa facility called the Construction Window (CW) where clips (i.e., video,scan images, QuickTime, movies, audio) are manipulated to create movies.The CW has channels, a timeline, and a time unit selector to adjust thescale of the ticks on the timeline. Pieces of video and images are putin channels and manually aligned (e.g. via dragging) with an absolutetime and with other pieces of media. There is no notion of relative timeor event time and no alignment helper co-tools. The notion of wrap doesnot exist for the creation of a movie.

Finally, IconAuthor (IA) is a multimedia authoring tool which allowscreation of applications that include time-based media, logic, database,etc. IA uses a flowchart metaphor to specify an application. Iconsrepresenting the playing of media, database access, comparisons,assignment, etc. are taken from a palette and connected into aflowchart. Processing in the application then follows the hierarchicalstructure defined in the flowchart. There is no editor to synchronizeprocessing visually. Synchronization is done by checking logic and bycorresponding logic that responds to events.

Thus, there is a need for a method that simply and visually providessynchronization of multimedia parts in relation to event time, relativetime, and absolute time and uses a wrap corral.

SUMMARY OF THE INVENTION

The present invention disclosed herein comprises a method and apparatusfor extending parts of a multimedia title indefinitely relative to timewhich substantially eliminates problems associated with prior timeextending programs. The present invention allows a user a simple andeasy to use method for continuously playing or showing a part.

In accordance with one aspect of the invention, a user interface tool isprovided for extending parts of a multimedia title indefinitely relativeto time. A graphical representation of the part is provided with edgesand a dragging handle positioned on at least one of the edges. A usermay then simply grab the dragging handle and drag the edge into a wrapcorral. Once the edge has been placed into the wrap corral, the partwill play or be visible indefinitely.

It is a technical advantage of the present invention that a developer isno longer required to write code to replay or continuously show amultimedia part for a multimedia title.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present invention and forfurther advantages thereof, reference is now made to the followingDetailed Description, taken in conjunction with the accompanyingDrawings, in which:

FIG. 1 is an illustration of a general computer architecture of acomputer system within which the present invention may operate;

FIG. 2 is a graphical illustration of a sequence editor in accordancewith the present invention;

FIG. 3 is an illustration of placement of a part within a channel;

FIG. 4 is an illustration of the play tool;

FIG. 5 is an illustration of placement of an audio player part;

FIG. 6 is an illustration of the play tool in conjunction with the audioplayer part;

FIG. 7 is an illustration of the placement of a video player part;

FIG. 8 is an illustration of placement of the play tool in conjunctionwith the video player part;

FIG. 9 is an illustration of placement of an image part;

FIG. 10 is an illustration of the use of a co-occur tool;

FIG. 11 is an illustration of the use of a meet tool;

FIG. 12 is an illustration of use of a hide spacer;

FIG. 13 is an illustration of placement of a time event specifier;

FIG. 14 is an illustration of use of the move spacer;

FIG. 15 is an illustration of use of the rate spacer;

FIG. 16 is a schematic illustration of a multimedia title; and

FIG. 17 is a schematic illustration of a multimedia title and use of anevent specifier.

DETAILED DESCRIPTION OF THE INVENTION

Referring first to FIG. 1, there is shown a general architecture 18 of asystem of the type within which the present invention operates.Architecture 18 comprises a main bus 12, which serves to interconnectthe various components, including at least some of the following (andpossibly other additional components): CPU 14, floating point unit 16,bus controller 28, video RAM 22, dynamic RAM 24, static RAM 26, digitalsignal processor 29, internal hard disk 30, external memory device 32(connected for example via a SCSI port 34), external network devices 36(communicating for example over an ethernet network 38, and connectedvia SCSI port 34), a display device 40 (such as a CRT), printer 42,keyboard 46, and pointing device 48 (such as a mouse, track ball, etc.).The interconnection and functioning of each of these components in anoperating computer system are well known in the art. However, thefunction and significance of particular components will be discussed infurther detail where appropriate.

While the discussion that follows describes the invention in terms ofthe software programming environment commonly known as object orientedsoftware design (such as a ScriptX from Apple Computer), it will beappreciated that the functionality of the present invention is notlimited to such environments. However, as support for one possibleenvironment in which the program invention operates, a description ofcertain relevant details of object oriented programming environments ispresented.

In an object oriented programming language, the fundamental datastructures of the language are objects, programming elements thatcontain a specification of both data and actions. Data is specified inlocal variables, referred to as instance variables, contained within theobject. Actions, or methods, are sub-programs that operate on thevariables. Methods are invoked by messages sent from one object toitself or other objects.

There are two fundamental object constructs: classes and instances.Classes have a set of variables and methods and can be thought of astemplates for object types. Instances (or objects) are particularrun-time instantiations of a class. An object provides storage forvariables defined in its class. Each instance has its own version ofthose variables. When a message is sent to an object, the object looksto methods defined in its class to determine how the message is to beexecuted.

Classes are defined in terms of a class hierarchy. A class inherits allvariables and methods from classes higher in the hierarchy, referred toas super classes. The inheriting class may be referred to as a subclassor child of the superclass. The variables and methods inherited from asuperclass are available to the inheriting class as if they were definedwithin the inheriting class. Note that if a subclass has multiplesuperclasses, all the variables and methods from each superclass areinherited. This is often referred to as multiple inheritance.

There are two types of variables that may be defined within a class. Thefirst are class variables, whose storage is shared by all instances ofthe defining class. Class variables are typically used for coordinationbetween classes and instances. The second are instance variables, whichare variables specific to each particular instance. That is separatestorage space is allocated to each instance variable of each instance.

Methods specify the action to be performed when a message is sent to anobject. When the message is sent to an object, the message name ismatched against method names defined for that object. The methodactually executed is the method with the same name as the message thatis defined lowest in that object's class hierarchy.

Messages can have parameters. When a message is sent, all actualparameters are fully evaluated before a method is located for thatmessage. Methods have formal parameters, corresponding to the actualparameters in the message, and temporary variables. Temporary variablesmay be created when the message is executed, and are available only withthe scope of that method while the method is executing.

Programs perform by sending messages to objects which invoke a method inan object's class or class hierarchy. Often, methods send messages toother objects, invoking other methods. Typically, each method returns aresult to the sender. At the heart of many languages, and especially anobject oriented language, is a program segment for interpreting andevaluating messages and keeping track of where to return when methodscall other methods.

Object oriented programming environments can be implemented with manyprogramming languages. Some common examples of object orientedenvironments are: the C++ environment, the Smalltalk environment, andthe ScriptX environment.

Software program code which employs the present invention is typicallystored in memory, such as the internal hard disk 30, from which adeveloper may access the code. For distribution purposes, the softwareprogram code may be embodied on any of a variety of known media for usewith a data processing system, such as a diskette or CD-ROM, or may bedistributed over a network of some type to other computer systems foruse by users of such other systems. Such techniques and methods forembodying software code on media and/or distributing software code arewell known and will not be further discussed herein.

The present invention will now be discussed in conjunction with anexample and with reference to FIGS. 2-17. As previously stated, one ofthe most difficult problems facing creators of applications thatincorporate multimedia is the time and event synchronization problem. Anexample of this might be where an application requires the followingtypes of processing: 1) the pressing of a push button causing ananimation to play; 2) during the course of the animation, a piece ofaudio is also played; 3) at the simultaneous ending of the animation andaudio, a video plays, the second half of which plays at twice the rateof the first half; 4) independent of 1-3 above, an image appears tenseconds after the push button is pressed, remains visible for 20 secondswhile moving across the screen, and then disappears; and 5) shortlyafter the video begins an exit push button appears on the display.

Referring to FIG. 16, a real world example that might require this typeof processing could be a computer based training application (amultimedia title 300) for a student in an automotive service center. Thestudent would click on an arbitrary part, a push button 302, on acomputer to view information about how to assemble a previously selectedautomobile part. The arbitrary event, i.e., clicking the push button,would trigger a sequence of time synchronized processing 304 startingwith an animation part sequence 306 that showed the sub-components ofthe automobile parts connecting themselves together so the student couldlearn how the componentry is assembled. The audio player (audio part308) that runs coincident to the animation would be an oral descriptionof how the assembling process is accomplished. When the animation andaudio complete, a video (video part 310) is played that gives a 360degree view of the assembled auto part for perspective purposes andcompleteness of the student's background. Due to time constraints, thesecond half of the video plays at twice the rate of the first half.Independent of the above processing, an image (image part 312) isdisplayed 10 seconds into the playing of the animation, and moves acrossthe screen for 20 seconds. The image is a welcome message wishing thestudent good luck. Also independent of the above processing, shortlyafter the video begins playing, an exit push button (push button part314) appears at the bottom of the screen allowing the student to exitthe video if it is deemed unnecessary to further understanding.

To solve the synchronization problem as described above, a sequenceeditor in accordance with the present invention is provided. Thesequence editor is a mechanism that allows a user to synchronizerelative time, absolute time and event time together in an easy to usemanner. The solution assumes that items for synchronization (such as ananimation, video, audio, image) have been previously identified andselected by a user. There are several tools which allow selection ofthese types of items for synchronization and further description is notrequired.

The sequence editor approach to synchronization starts with events.Events are unpredictable and often occur randomly. They can be caused byuser interaction or other asynchronous activity. Examples of eventscould be a push button being clicked, a video playing to completion, anabsolute time being reached, or an error condition occurring. An eventis defined by the program creator, and is a notification of someoccurrence of some thing. The sequence editor organizes its time basedspecification by event. In other words, a user specifies an event thatwill initiate a sequence of time based processing. In the example thatfollows, the event is the clicking (selection of) a push button, and thetime based processing is the animation and media related playing.

Referring now to FIG. 2, a sequence editor screen 60 is shown. Directlybeneath a title bar 62, is a toolbar 64. On the toolbar 64 are aplurality of convenience tools including a co-begin tool 66, a co-endtool 68, a co-occur tool 70, and a meet tool 72.

The co-begin tool 66 allows parts which are selected, as will bediscussed later, to begin at exactly the same time. Similarly, theco-end tool 68 allows parts to end at exactly the same time. Theco-occur tool 70 allows parts to begin and end at exactly the sametimes, while the meet tool 72 allows one part to begin immediately uponthe ending of another. The use of these tools will be discussed ingreater detail below. Beneath the toolbar 64 is a part starter 74 and anevent starter 76. By clicking on the scroll arrows 78 and 80,respectively, drop down boxes appear for the selection of anappropriate, arbitrary part and an appropriate, arbitrary event.

Below the part and event starters 74 and 76, there is a zoomer 82 and atime-line 84. The zoomer 82 allows the setting of a time value for eachtick interval on the time-line 84. By moving a slider 86, a tickinterval setting may be selected. As shown in FIG. 2, the tick intervalsetting is for 0.5 seconds. Therefore, each tick interval on time-line84 represents 0.5 seconds.

Directly below the zoomer 82 are a plurality of adjustable, drag anddrop tools for use by the developer. A play spacer 88 allows thedeveloper to indicate how long a time based media part (i.e.,processing) is to play. A hide spacer 90 is used to hide a part thatwould otherwise be visible. A move spacer 92 causes an object to movealong a path while continuing to play or be visible. A rate spacer 96changes the rate that the media is played for the length of time of thespacer.

Time event specifiers are also located beneath the zoomer 82. A timeevent specifier 98 specifies an event to be generated at a particularpoint in time, as will be subsequently discussed in greater detail. Aperiodic time event specifier 94 specifies an event to be generated at aparticular point in time and at subsequent intervals thereto.

A bullpen 100 is used as a staging area for parts on a scene that havebeen selected previously. As shown in sequence editor screen 60, theparts for scene one are stored in the bullpen 100.

Below the time-line 84, are a plurality of visibility channels 102, 104,106, 108 and 110. Corresponding to each visibility channel 102 through110, are thumbnail areas 112, 114, 116, 118 and 120. The thumbnail areasare used to place parts which will be synchronized by the sequenceeditor. The visibility channels are used to specify the period of timethat the part within the appropriate thumbnail area is visible or isplayed.

As indicated above, the remaining FIGS. 3-17 will be used to describe areal world example of a multimedia application that an applicationdeveloper might create. The example is the pressing of a push button tocause an animation to play (an animation showing sub-components of anautomobile part connecting itself together). During the course of theanimation, a piece of audio is also played (an oral description of howthe assembling process is accomplished, plus some music). At thesimultaneous ending of the animation and audio, a video plays (a 360degree view of the assembled part for perspective purposes andcompleteness of the student's background). The second half of the videois to play at twice the rate of the first half. Independently, an imagewill appear 10 seconds after the push button is pressed, remain visibleand move across the screen for 20 seconds and then disappear (a welcomemessage). Shortly after the video begins, an exit button appears on thedisplay (allows the student to exit the video if deemed unnecessary).

Referring to FIG. 3, the developer has set the zoomer 82 for a twosecond interval. Therefore, each tick mark on the time-line 84 willindicate two seconds with each larger tick mark 120 indicating tenseconds and each largest tick mark 122 will indicate twenty seconds. Thedeveloper has also dragged the animation part 124 from the bullpen 100,and dropped it into thumbnail area 112. Upon placement of the animationpart 124 in the thumbnail area 112, the visibility channel 102 (See FIG.2) is changed to a show block 103 which indicates the animation part 124can appear along the entire time-line 84.

Referring to FIG. 4, the play tool 88 has been dragged and dropped ontothe show block 103 as indicated by a play icon 130 and a play area 131.By dragging a size handle 132 to line up under a 100 second tick mark134 on the time-line 84, one can see that the animation player will playfrom the moment the push button is clicked until 100 seconds of absolutetime have elapsed.

Referring to FIG. 5, an audio player part 140 has been dragged from thebullpen 100 and dropped into the thumbnail area 114. As discussed abovewith reference to animation player 124, upon dropping the audio player140 into the thumbnail area 114 a visibility block 105 is placed in thevisibility channel 104 (FIG. 2). The visibility block 105 extendsthroughout the length of the time-line 84. For the case of a non-visualtime based media part (i.e., audio), visibility implies that the partcan be played.

Referring to FIG. 6, the play tool 88 is dragged and dropped onto thevisibility block 105 as indicated by a play icon 142 and a play area143. Since a piece of audio plays for a finite period of time, the audioplayer part 140 can be seen to have an approximate duration of about 30seconds. As will be discussed in greater detail, it is intended in thisexample to make the audio coincident throughout with the animation. Thepresent invention allows such synchronization with a few simple steps.

Referring to FIG. 7, a video player part 150 has been dragged from thebullpen 100 and dropped onto the thumbnail area 116. As before, thevisibility channel 106 (FIG. 2) is changed to indicate a show block 107throughout the time-line 84. The play tool 88 is dragged and droppedonto the show block 107 (FIG. 8), as indicated by a play icon 152 and aplay area 153. As with the audio portion of audio player part 140, thevideo player part has a finite length and therefore plays for aspecified amount of time which is shown as the play area 153.

Referring to FIG. 9, the developer has selected Image 1 part 160 fromthe bullpen 100 and dropped it into thumbnail area 118. The visibilitychannel 108 is then changed to a show block 109 throughout the time-line84.

As was stated in the real world example above, the animation and audiowere to start and stop at the same time. By utilizing the presentinvention, the developer may simply ensure that this occurs. Referringto FIG. 10, by selecting first the animation player play area 131 andthen the audio player play area 143 and then the co-occur tool 70, it isensured that the animation player part and the audio player part willstart and stop simultaneously. Since the audio was only about 30 secondsin length, the audio will obviously have to be replayed to reach the 100second length of the animation.

Similarly, referring to FIG. 11, the video is to begin as soon as theanimation ends. Thus, the developer first selects the animation playerplay area 131, then the video player play area 153 and, finally, themeet tool 72. By so doing, the developer has now ensured simply andquickly that the video will start upon the conclusion of the animation.

The use of the co-tools as described includes an important embodiment ofthis invention. These tools allow automatic implementation of timealignment of three types: 1) absolute time, 2) relative time, and 3)event driven time. In terms of background, it may be helpful toelaborate on absolute time (aT), relative time (rT), and event drivetime (eT). Absolute time (aT) is time that has a fixed starting point.It may originally be specified as offset from some relative time (rT) orsome event driven point in time (eT), but aT is specified overtly hereinwith respect to a tick mark on the time-line. Given a particular timesequence, aT is declared independent of other parts. Relative time (rT)is time that has a starting (or ending or both) point relative to someother part (or parts). Relative time (rT) is specified overtly withrespect to the starting or ending of some other occurrence of somethingand its specific value is not known or declared. Event driven time (eT)is time that has a starting point that is defined by the occurrence ofsome event which may or may not have any relationship with time. Anevent could be a user interaction with a push button being selected orit could be an error condition. There are an infinite number of eventtypes. Subsequent to specification of a part that is synchronized witheT, it is impossible to determine the point at which that time willoccur. It will occur when that event occurs. As used herein, "initiatingappropriate part behavior" means to cause the part to be, for example,displayed or played as appropriate to the type of time based media part.It is to be understood that appropriate part behavior may encompass anybehavior that the developer desires.

Bringing rT back to our example, the synchronization of the audio andanimation via the co-occur tool is an implementation of specifying boththe starting and ending rTs of the audio with respect to the animation.The synchronization of the video and animation via the meet tool is animplementation of specifying the starting rT of the video with respectto the ending time of the animation.

Bringing aT back to our example, the synchronization of thedisappearance of the image at the absolute time mark of 30 seconds onthe time-line is an implementation of specifying the starting aT of theimage disappearance with respect to an absolute time on the time-line.The specification is achieved by overtly dragging the hide block starttime to the 30 second tick mark.

Bringing eT back to our example, the initiation of the entire sequenceof time based processing starts at the unknown time of selection of theclicked event of the push button part specified by the part and eventstarter drop down lists.

Referring now to FIG. 12, it is still required to synchronize the Image1 part 160. As required by the example, Image 1 part 160 is to appearten seconds after the animation starts, remain visible for 20 secondswhile moving across the screen, and then disappear. Therefore, thedeveloper drags a hide spacer 90 and drops it onto the show block 109,as indicated by a hide icon 180 and a hide area 181. For conveniencepurposes only, the example shown has a hide area width of apredetermined value of ten seconds. Therefore, the hide icon 180 willcause the Image 1 part 160 to be hidden for the required ten secondsafter the animation starts. The developer then grabs another hide spacer90 and drops it onto the show block 109 as indicated by a hide icon 182.Then, by grabbing a size handle 184 and dragging to a wrap corral 186,it is ensured that the Image 1 part 160 will disappear after beingvisible for 20 seconds and not reappear, as shown by hide area 183. Awrap corral can be considered as infinity in the present invention. Byusing the wrap corral, a developer can "hook" the end time of a show orplay block and thus have it continue to infinity.

In addition, continuing to use the above example, the image which is awelcome message to the student is to move in a straight line across thescreen from left to right during the 20 seconds that it is visible. Toaccomplish this, the developer would select the move spacer 92 from thepalette of tools and drop it on the visibility block 109 as indicated byicon 210 and area 211 (FIG. 14). The visibility block 109 (FIG. 12) isnow shown as area 211 from an absolute time of 10 seconds until anabsolute time of 30 seconds. Of course, this sequence is relative to theevent time of the clicked event. The beginning (left edge) of the movespacer area 211 is dragged to the absolute time of 10 seconds. Theending time (right edge) of the move spacer area 211 (size handle) isdragged to the absolute time of 30 seconds. This move spacer area 211now indicates that during the course of its time (i.e., aT 10 until aT30) the image will not only be visible, but will move along some path.To those knowledgeable in the art of animation and computer graphics,there are many well known mechanisms to define such a path. Macromedia'sDirector, for example, describes in their guide at pages 113 and 114their specification technique to allow a user of their tool to specify apath for motion of an image. There is no claim herein of novelty inmotion specification techniques. As a result, we will assume that"double clicking" the move spacer icon, once it is placed on thevisibility block of the image, allows the user to specify a motion pathfor the image that is moving across the screen. The uniqueness herein isthat once a path is specified, the sequence editor of the presentinvention has provided an easy to use mechanism that synchronizes themovement across the screen with the length of time the move spaceroccupies.

Referring to FIG. 13, the developer drags and drops a time eventspecifier 98 onto the video play area 153 as indicated by a specifiericon 190. By positioning the time event specifier icon 190 (an arbitraryunique event) properly thereon, the developer may then trigger anotherunique event at the desired time. This unique event could then causeanother sequence to occur or, as in our real world example, it couldcause some other processing to make a push button appear, which allowsfor termination of the video, if desired.

Referring to FIG. 17, the event specifier of FIG. 13 is graphicallyillustrated in use. As previously described with respect to FIG. 16, themultimedia title 300 is created. It is desired by the developer togenerate a new arbitrary sequence 320 or a new arbitrary part 322 by aunique arbitrary event 324 (i.e., at a particular time, encountering theevent specifier). Thus, as per the description above, the eventspecifier allows generation of the unique event.

An addition to the above example, it may be desired to have the secondhalf of the video played at twice the normal speed. This could benecessary due to the time requirements levied on the curriculum. Toaccomplish this, a developer would select the rate spacer 96 (see FIG.15) from the palette of tools and drop it on the video play area 153 asindicated by icon 220 and area 222. Using normal drag techniques and thesize handle, the area 222 is adjusted to occupy the second half of thevideo play area 153. Although it is not part of the present invention,the developer could, for example, then double click on the rate spacericon 220 and a dialog box would appear to query the developer for therate required. The second half of the video would then play at the newrate.

Thus, the present invention provides heretofore unavailable simplicityof use for the multimedia title developer. The developer has all thetools necessary to create a synchronized multimedia title in an easy touse visual interface type application. Events and parts can besynchronized using absolute time, relative time and/or event time whichallows the developer a great deal of flexibility. The sequence editor,as taught herein, provides for the developer a view of the multimediatitle from the perspective of its time structure as opposed topreviously available data flow or user interface perspectives.

Although the present invention has been described with respect to aspecific preferred embodiment thereof, various changes and modificationsmay be suggested to one skilled in the art, and it is intended that thepresent invention encompass such changes and modifications as fallwithin the scope of the appended claims.

We claim:
 1. A multimedia application development sequence editor forenabling a user of said sequence editor to specify a continuous displayof a part of a multimedia title, comprising:a graphical user interfacewhich provides an at a glance relational visual layout of a plurality ofmultimedia parts in terms of a time structure thereof; at least onespacer area graphically represented on said graphical user interface,wherein each of said spacer areas is visually associated with a selectedone of said parts; means, operable by said user, for dragging agraphical representation of an edge of a selected one of said spacerareas; means, operable by said user, for dropping said graphicalrepresentation of an edge into a wrap corral, wherein said wrap corralis a special-function area graphically depicted on said visual layout;and means, responsive to said dragging and dropping, for causing saidselected part to be appropriately displayed continuously while themultimedia title is active.
 2. The multimedia application developmentsequence editor of claim 1, wherein said means for dragging a graphicalrepresentation of an edge of a selected one of said spacer areas furthercomprises:means, operable by said user, for dragging a wrap handleaffixed to said edge.
 3. A method for enabling a user of a multimediaapplication development sequence editor to specify a continuous displayof a part of a multimedia title with said sequence editor, comprisingthe steps of:providing a graphical user interface with an at a glancerelational visual layout of a plurality of multimedia parts in terms ofa time structure thereof; graphically representing at least one spacerarea on said graphical user interface, wherein each of said spacer areasis visually associated with a selected one of said parts; dragging agraphical representation of an edge of a selected one of said spacerareas; dropping said graphical representation of an edge into a wrapcorral, wherein said wrap corral is a special-function area graphicallydepicted on said visual layout; and responsive to said dragging anddropping, causing said selected part to be appropriately displayedcontinuously while the multimedia title is active.
 4. The method ofclaim 3, wherein said step of dragging a graphical representation of anedge of a selected one of said spacer areas further comprises:dragging awrap handle affixed to said edge.
 5. A wrap corral for enabling a userof a multimedia application development sequence editor to specify acontinuous display of a part of a multimedia title, wherein said wrapcorral is a special-function area graphically depicted on an at a glancerelational visual layout of a plurality of multimedia parts, said layoutpresented on a graphical user interface in terms of a time structure ofsaid parts, comprising:means, operable by said user, for dragging agraphical representation of an edge of a selected one of at least onespacer areas graphically represented on said graphical user interface,wherein each of said spacer areas is visually associated with a selectedone of said parts; means, operable by said user, for dropping saidgraphical representation of an edge into the wrap corral; and means,responsive to said dragging and dropping, for causing said selected partto be appropriately displayed continuously while the multimedia title isactive.
 6. The wrap corral of claim 5, wherein said means for dragging agraphical representation of an edge of a selected one of said spacerareas further comprises:means, operable by said user, for dragging awrap handle affixed to said edge.